Joshua Lai
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Personal work / Playable browser prototype

Lexacade

Falling letters meet word tracing.

Stack letter blocks, connect words, and clear space before the board fills up.

Game designWord puzzleTouch controlsAI-assisted development

The playable build currently requires ChatGPT sign-in.

Current home screen from the published prototype. Click to enlarge.

The idea

Two actions, one crowded board.

Lexacade combines placing falling letter blocks with tracing words. Players need to make useful letter arrangements while leaving enough room to keep playing.

The design challenge is balancing the immediate satisfaction of finding a word with the longer-term choices involved in managing the board.

My work

From the rules to the feel.

  • Game rules: shape how placing letters, finding words, and clearing space fit together.
  • Challenge design: define goals around scores, word lengths, word counts, and target words.
  • Progression: develop a journey that gives players a reason to try another level.
  • Interface: refine menus, touch controls, and feedback so the game is easier to read and play.
AI-assisted development

I direct development with AI tools. I set the game’s direction, review the playable builds, identify problems, and guide changes to rules, interface, and feedback.

Goals & progression

Give each run a purpose.

I’m developing level goals that suit the game’s word-building loop. Examples include reaching a score, making longer words, finding a number of words, or completing a target set.

The journey connects those challenges into a sequence. Star ratings and unlocks give players additional goals beyond simply finishing a level.

Progression and balance are still being refined. The playable build evolves as the rules and challenges are tested.

Interface & game feel

Make the important things clear.

Readable play space

Give the board room on smaller screens and keep secondary controls from competing with the puzzle.

Reliable word tracing

Improve how selecting letters feels, including diagonal connections and feedback on the current selection.

Clear navigation

Help players find the journey, choose a mode, and return to a run with less friction.

Satisfying feedback

Use animation, sound, and visual effects to make placing letters and clearing words feel rewarding.

Iteration

Play it, find the friction, improve it.

I review the game as a player: can I understand the goal, select the letters I intended, and tell what happened after each action? That leads to changes in controls, screen layout, win conditions, and feedback.

The result is a playable prototype that brings together the core puzzle, a journey, and several ways to play. Further work focuses on usability, balance, and polish.